A few n00b questions

Post/Author/DateTimePost
#1

wishinghand

Dec 01, 2010 20:33:44
First off, this is my first game I'm DMing. I've played Forgotten Realms 4e for 2 years, and when this came out, we all wanted to try it but no one wanted to DM, so I tried it out. We're loving it so far, but I have some questions.

-In the included module, on the last map, there are vats of wild nano. If a character is adjacent to a vat, which is 10 feet high, and I can knock a character 2 squares in any direction, can I knock them into the nano?

-I know characters get Alpha powers at certain levels. The manual said something about 7 cards at some point. But the level upgrade path doesn't go past 3 alpha powers. WTF?

-As my characters level up, I need more deadly enemies. I can choose from DM manuals, but what if I like a certain type of level 2 enemy? How do I level that creature up so they're increasingly deadly to my characters? I want to have some robots network and learn how to counter my characters.

-Omega tech consummables- Like the Photon grenade. Is it one use only?

-Salvage- how does it work? 
#2

ExcalibursZone

Dec 01, 2010 21:33:05
First off, this is my first game I'm DMing. I've played Forgotten Realms 4e for 2 years, and when this came out, we all wanted to try it but no one wanted to DM, so I tried it out. We're loving it so far, but I have some questions.

-In the included module, on the last map, there are vats of wild nano. If a character is adjacent to a vat, which is 10 feet high, and I can knock a character 2 squares in any direction, can I knock them into the nano?

The vats are 10 feet high. If your characters take up a 5 foot x 5 foot x 5 foot section, you can slide them or push them along the same level. I would rule that you couldn't unless you were pushing/sliding someone from a taller height than the vat opening, or if the power allowed you to levitate the target.

-I know characters get Alpha powers at certain levels. The manual said something about 7 cards at some point. But the level upgrade path doesn't go past 3 alpha powers. WTF?

Characters receive an Alpha Mutation at levels 1, 4, and 8 for a total of 3 readied Alpha Mutations. Their Alpha Mutation deck, where you draw Alpha Flux from and the mutations that are in effect for the current encounter, have a 7-card minimum. The leveling structure for the game is not the same as D&D 4e and while you could argue that levels 1-10 are the Heroic Tier, it's just not the same between the two games.

-As my characters level up, I need more deadly enemies. I can choose from DM manuals, but what if I like a certain type of level 2 enemy? How do I level that creature up so they're increasingly deadly to my characters? I want to have some robots network and learn how to counter my characters.

Unfortunately, there are no rules for that in Gamma World yet. I would suggest you pick up a copy of the 4e DMG and DMG II to learn more about doing that. But, if buying books or using D&D 4e books for GW are not what you want to do, I'd probably level up the monster by giving it an alpha mutation or omega tech. That would turn it more into an elite or solo, but that's what I would do in this instance since I don't know how to level up monsters either

-Omega tech consummables- Like the Photon grenade. Is it one use only?

By the consummable keyword, it means that any use of the item consumes it and it is therefore a single-use item unless the power or effect dictates otherwise.

-Salvage- how does it work? 

You must be a character of the level indicated on a salvagable omega tech card. As long as someone is of that level, they can salvage it into the item listed under the salvage entry. There is no roll needed. Some DMs let the players keep the Omega Tech card to remind them, others have the player write down the permanent item and return the Omega Tech card to its respective deck (player-owned, which must be 7 or more cards in size; or the DM's deck). The choice of what to do with a card that has been salvaged is up to you. I'm *this* close to creating a bunch of "Salvaged Omega Tech" cards to hand out to players when they salvage an item.

#3

wishinghand

Dec 02, 2010 1:32:03
Thanks. I have a follow up question about Alpha Cards. It turns out I've been doing it wrong- I thought they'd eventually build up a deck of 7 cards available to them every encounter. 

So the manual says they should always have 7 drawn. Is this drawn at the beginning of every game? And they can only ready a certain amount of cards per encounter? Will they have new Alpha powers at the beginning of every game day? I've never done a card game like this before, so I was confused. 
#4

guest1412820596

Dec 02, 2010 6:08:22
The 7 they are talking about is the player's deck and it is 7 or more. Each player has (or can have) a Omega and Alpha deck that only they draw from. They are not required to have these decks though, as they can draw from the GM's decks instead.

But having these decks allows WOTC to sell more booster packs  each player to build their own wishlist of Omega cards or Alphas that fit their character, or just build awesome decks of destruction.

When the PCs take an extended rest they get to reshuffle their decks. 

But remember this is only an option if the players want.
#5

FlashbackJon

Dec 04, 2010 9:21:59
So the manual says they should always have 7 drawn. Is this drawn at the beginning of every game? And they can only ready a certain amount of cards per encounter? Will they have new Alpha powers at the beginning of every game day? I've never done a card game like this before, so I was confused. 


Two options, as per the book:

  1. The DM has a deck, and the players have no decks.  When they create their characters, and at the end of every encounter, they discard their current alpha mutations and draw a number based on their level (1, 2, or 3) from the DM's deck: these are their readied alpha mutations, and are available for their use.

  2. The DM has a deck, and the players have decks.  They must have at least 7 cards and no more than 2 of a single card.  When they create their characters, and at the end of every encounter, they discard their current alpha mutations and draw a number based on their level (1, 2, or 3) from their own deck: these are their readied alpha mutations, and are available for their use.


Regardless of which way you do it,

  1. discard piles are reshuffled into the main deck at the beginning of a game session or during an extended rest, and...

  2. rolling a 1 on a d20 causes an alpha flux: the player must discard an alpha mutation and draw a new one from the DM's deck.

#6

palmerkun

Dec 05, 2010 0:14:47
So the manual says they should always have 7 drawn.



No, it does not. Don't skim.

Each Player may have their own Alpha Mutation DECK.
IF they have a deck, it must have at LEAST seven cards in it (it may be larger).
No more than 2 of the same card.

When a character starts the session, they DRAW ONE CARD from their deck of 7+.
This card is "readied" and may be used. It is either a permanent effect (Wings, Aquatic Adaptation) or an Encounter Power (one use per power, usually for attacks).
If they are higher level, they draw more cards... 2, or 3 at most. All of these are Readied, and each can be used once per encounter. Levelling up lets you draw more at once, it doesn't affect your deck.

Once the encounter is over, they DISCARD their alpha powers. ALL OF THEM. Even if they never used it, they discard it.
This step is mandatory - the only exception is a specific Uber Feature at level 10.
Now they draw replacements. From what's left of the deck. This will give them a completely new set of powers for the next encounter.
If their deck runs out, they draw from the GM deck instead. They do NOT reshuffle.
After an extended rest (overnight sleep) they're allowed to reshuffle their deck.

In summary:

7: The minimum size of the DECK per player
1, 2 or 3: The number of cards that you DRAW per encounter